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Initial Prey Game integration support.
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#ifndef __HH_HEALTH_BASIN_H
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#define __HH_HEALTH_BASIN_H
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/*
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TODO:
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+ effects do not delete when using hhUtils::RemoveContents
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+ Need to have player face basin to allow use
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*/
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class hhHealthBasin : public hhAnimatedEntity {
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CLASS_PROTOTYPE( hhHealthBasin );
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public:
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hhHealthBasin();
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virtual ~hhHealthBasin();
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void Spawn();
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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protected:
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void SpawnTrigger();
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void SpawnFx();
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bool ActivatorVerified( const idEntityPtr<idActor>& Activator );
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int PlayAnim( const char* pName, int iBlendTime = 0 );
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void PlayCycle( const char* pName, int iBlendTime = 0 );
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void ClearAnims( int iBlendTime = 0 );
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protected:
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void Event_AppendFxToIdleList( hhEntityFx* fx );
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void Event_Activate( idEntity *pActivator );
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void Event_IdleMode();
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void Event_FinishedPuking();
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void Event_Expended();
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void Event_GiveHealth();
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protected:
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enum EBasinMode {
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BASIN_Idle,
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BASIN_Puking,
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BASIN_Expended,
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} BasinMode;
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idEntityPtr<idActor> activator;
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float currentHealth;
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idBounds verificationAbsBounds;
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idList< idEntityPtr<idEntityFx> > idleFxList;
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};
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#endif
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